2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
26 * Code to initialize the binding table entries used by transform feedback.
29 #include "main/macros.h"
30 #include "brw_context.h"
31 #include "intel_batchbuffer.h"
32 #include "brw_defines.h"
33 #include "brw_state.h"
36 gen6_update_sol_surfaces(struct brw_context
*brw
)
38 struct gl_context
*ctx
= &brw
->intel
.ctx
;
39 /* _NEW_TRANSFORM_FEEDBACK */
40 struct gl_transform_feedback_object
*xfb_obj
=
41 ctx
->TransformFeedback
.CurrentObject
;
42 /* BRW_NEW_VERTEX_PROGRAM */
43 const struct gl_shader_program
*shaderprog
=
44 ctx
->Shader
.CurrentVertexProgram
;
45 const struct gl_transform_feedback_info
*linked_xfb_info
=
46 &shaderprog
->LinkedTransformFeedback
;
49 for (i
= 0; i
< BRW_MAX_SOL_BINDINGS
; ++i
) {
50 const int surf_index
= SURF_INDEX_SOL_BINDING(i
);
51 if (xfb_obj
->Active
&& !xfb_obj
->Paused
&&
52 i
< linked_xfb_info
->NumOutputs
) {
53 unsigned buffer
= linked_xfb_info
->Outputs
[i
].OutputBuffer
;
54 unsigned buffer_offset
=
55 xfb_obj
->Offset
[buffer
] / 4 +
56 linked_xfb_info
->Outputs
[i
].DstOffset
;
57 brw_update_sol_surface(
58 brw
, xfb_obj
->Buffers
[buffer
], &brw
->gs
.surf_offset
[surf_index
],
59 linked_xfb_info
->Outputs
[i
].NumComponents
,
60 linked_xfb_info
->BufferStride
[buffer
], buffer_offset
);
62 brw
->gs
.surf_offset
[surf_index
] = 0;
66 brw
->state
.dirty
.brw
|= BRW_NEW_SURFACES
;
69 const struct brw_tracked_state gen6_sol_surface
= {
71 .mesa
= _NEW_TRANSFORM_FEEDBACK
,
72 .brw
= (BRW_NEW_BATCH
|
73 BRW_NEW_VERTEX_PROGRAM
),
76 .emit
= gen6_update_sol_surfaces
,
80 * Constructs the binding table for the WM surface state, which maps unit
81 * numbers to surface state objects.
84 brw_gs_upload_binding_table(struct brw_context
*brw
)
86 struct gl_context
*ctx
= &brw
->intel
.ctx
;
87 /* BRW_NEW_VERTEX_PROGRAM */
88 const struct gl_shader_program
*shaderprog
=
89 ctx
->Shader
.CurrentVertexProgram
;
90 bool has_surfaces
= false;
94 const struct gl_transform_feedback_info
*linked_xfb_info
=
95 &shaderprog
->LinkedTransformFeedback
;
96 /* Currently we only ever upload surfaces for SOL. */
97 has_surfaces
= linked_xfb_info
->NumOutputs
!= 0;
100 /* Skip making a binding table if we don't have anything to put in it. */
102 if (brw
->gs
.bind_bo_offset
!= 0) {
103 brw
->state
.dirty
.brw
|= BRW_NEW_GS_BINDING_TABLE
;
104 brw
->gs
.bind_bo_offset
= 0;
109 /* Might want to calculate nr_surfaces first, to avoid taking up so much
110 * space for the binding table.
112 bind
= brw_state_batch(brw
, AUB_TRACE_BINDING_TABLE
,
113 sizeof(uint32_t) * BRW_MAX_GS_SURFACES
,
114 32, &brw
->gs
.bind_bo_offset
);
116 /* BRW_NEW_SURFACES */
117 memcpy(bind
, brw
->gs
.surf_offset
, BRW_MAX_GS_SURFACES
* sizeof(uint32_t));
119 brw
->state
.dirty
.brw
|= BRW_NEW_GS_BINDING_TABLE
;
122 const struct brw_tracked_state gen6_gs_binding_table
= {
125 .brw
= (BRW_NEW_BATCH
|
126 BRW_NEW_VERTEX_PROGRAM
|
130 .emit
= brw_gs_upload_binding_table
,
134 gen6_update_sol_indices(struct brw_context
*brw
)
136 struct intel_context
*intel
= &brw
->intel
;
139 OUT_BATCH(_3DSTATE_GS_SVB_INDEX
<< 16 | (4 - 2));
141 OUT_BATCH(brw
->sol
.svbi_0_starting_index
); /* BRW_NEW_SOL_INDICES */
142 OUT_BATCH(brw
->sol
.svbi_0_max_index
); /* BRW_NEW_SOL_INDICES */
146 const struct brw_tracked_state gen6_sol_indices
= {
149 .brw
= (BRW_NEW_BATCH
|
150 BRW_NEW_SOL_INDICES
),
153 .emit
= gen6_update_sol_indices
,
157 brw_begin_transform_feedback(struct gl_context
*ctx
, GLenum mode
,
158 struct gl_transform_feedback_object
*obj
)
160 struct brw_context
*brw
= brw_context(ctx
);
161 const struct gl_shader_program
*vs_prog
=
162 ctx
->Shader
.CurrentVertexProgram
;
163 const struct gl_transform_feedback_info
*linked_xfb_info
=
164 &vs_prog
->LinkedTransformFeedback
;
165 struct gl_transform_feedback_object
*xfb_obj
=
166 ctx
->TransformFeedback
.CurrentObject
;
168 unsigned max_index
= 0xffffffff;
170 /* Compute the maximum number of vertices that we can write without
171 * overflowing any of the buffers currently being used for feedback.
173 for (int i
= 0; i
< BRW_MAX_SOL_BUFFERS
; ++i
) {
174 unsigned stride
= linked_xfb_info
->BufferStride
[i
];
176 /* Skip any inactive buffers, which have a stride of 0. */
180 unsigned max_for_this_buffer
= xfb_obj
->Size
[i
] / (4 * stride
);
181 max_index
= MIN2(max_index
, max_for_this_buffer
);
184 /* Initialize the SVBI 0 register to zero and set the maximum index.
185 * These values will be sent to the hardware on the next draw.
187 brw
->state
.dirty
.brw
|= BRW_NEW_SOL_INDICES
;
188 brw
->sol
.svbi_0_starting_index
= 0;
189 brw
->sol
.svbi_0_max_index
= max_index
;
190 brw
->sol
.offset_0_batch_start
= 0;
194 brw_end_transform_feedback(struct gl_context
*ctx
,
195 struct gl_transform_feedback_object
*obj
)
197 /* After EndTransformFeedback, it's likely that the client program will try
198 * to draw using the contents of the transform feedback buffer as vertex
199 * input. In order for this to work, we need to flush the data through at
200 * least the GS stage of the pipeline, and flush out the render cache. For
201 * simplicity, just do a full flush.
203 struct brw_context
*brw
= brw_context(ctx
);
204 struct intel_context
*intel
= &brw
->intel
;
205 intel_batchbuffer_emit_mi_flush(intel
);